<template lang="pug">
main
- input#modalChat.modal(type="checkbox" @click="resetChatColor()")
- div#chatWrap(role="dialog" data-checkbox="modalChat")
+ input#modalChat.modal(
+ type="checkbox"
+ @click="resetChatColor()"
+ )
+ div#chatWrap(
+ role="dialog"
+ data-checkbox="modalChat"
+ )
#chat.card
label.modal-close(for="modalChat")
#participants
span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
- span(v-for="p in Object.values(people)" v-if="!!p.name")
+ span(
+ v-for="p in Object.values(people)"
+ v-if="!!p.name"
+ )
| {{ p.name }}
span.anonymous(v-if="Object.values(people).some(p => !p.name)")
| + @nonymous
- Chat(:players="game.players" :pastChats="game.chats"
- :newChat="newChat" @mychat="processChat")
+ Chat(
+ :players="game.players"
+ :pastChats="game.chats"
+ :newChat="newChat"
+ @mychat="processChat"
+ )
.row
#aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
span.variant-cadence {{ game.cadence }}
span.variant-name {{ game.vname }}
- button#chatBtn(onClick="doClick('modalChat')") Chat
+ button#chatBtn(onClick="window.doClick('modalChat')") Chat
#actions(v-if="game.score=='*'")
- button(@click="clickDraw()" :class="{['draw-' + drawOffer]: true}")
+ button(
+ @click="clickDraw()"
+ :class="{['draw-' + drawOffer]: true}"
+ )
| {{ st.tr["Draw"] }}
- button(v-if="!!game.mycolor" @click="abortGame()") {{ st.tr["Abort"] }}
- button(v-if="!!game.mycolor" @click="resign()") {{ st.tr["Resign"] }}
+ button(
+ v-if="!!game.mycolor"
+ @click="abortGame()"
+ )
+ | {{ st.tr["Abort"] }}
+ button(
+ v-if="!!game.mycolor"
+ @click="resign()"
+ )
+ | {{ st.tr["Resign"] }}
#playersInfo
p
span.name(:class="{connected: isConnected(0)}")
span.name(:class="{connected: isConnected(1)}")
| {{ game.players[1].name || "@nonymous" }}
span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
- BaseGame(:game="game" :vr="vr" @newmove="processMove" @gameover="gameOver")
+ BaseGame(
+ ref="basegame"
+ :game="game"
+ :vr="vr"
+ @newmove="processMove"
+ @gameover="gameOver"
+ )
</template>
<script>
// Socket init required before loading remote game:
const socketInit = callback => {
if (!!this.conn && this.conn.readyState == 1)
- //1 == OPEN state
+ // 1 == OPEN state
callback();
- //socket not ready yet (initial loading)
else {
+ // Socket not ready yet (initial loading)
// NOTE: it's important to call callback without arguments,
// otherwise first arg is Websocket object and loadGame fails.
this.conn.onopen = () => {
}
};
if (!this.gameRef.rid)
- //game stored locally or on server
+ // Game stored locally or on server
this.loadGame(null, () => socketInit(this.roomInit));
- //game stored remotely: need socket to retrieve it
else {
+ // Game stored remotely: need socket to retrieve it
// NOTE: the callback "roomInit" will be lost, so we don't provide it.
// --> It will be given when receiving "fullgame" socket event.
// A more general approach would be to store it somewhere.
case "identity": {
const user = data.data;
if (user.name) {
- //otherwise anonymous
// If I multi-connect, kill current connexion if no mark (I'm older)
if (
this.newConnect[user.sid] &&
if (this.game.type == "live" && !!this.game.mycolor)
GameStorage.update(this.gameRef.id, { drawOffer: "" });
}
- this.$set(this.game, "moveToPlay", move);
+ this.$refs["basegame"].play(move, "received");
break;
}
case "resign":
- this.gameOver(data.side == "b" ? "1-0" : "0-1", "Resign");
+ const score = data.side == "b" ? "1-0" : "0-1";
+ const side = data.side == "w" ? "White" : "Black";
+ this.gameOver(score, side + " surrender");
break;
case "abort":
- this.gameOver("?", "Abort");
+ this.gameOver("?", "Stop");
break;
case "draw":
this.gameOver("1/2", data.data);
const L = this.game.moves.length;
if (data.movesCount > L) {
// Just got last move from him
- this.$set(
- this.game,
- "moveToPlay",
+ this.$refs["basegame"].play(
Object.assign({ initime: data.initime }, data.lastMove)
);
}
},
abortGame: function() {
if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
- this.gameOver("?", "Abort");
+ this.gameOver("?", "Stop");
this.send("abort");
},
resign: function() {
if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
return;
this.send("resign", { data: this.game.mycolor });
- this.gameOver(this.game.mycolor == "w" ? "0-1" : "1-0", "Resign");
+ const score = this.game.mycolor == "w" ? "0-1" : "1-0";
+ const side = this.game.mycolor == "w" ? "White" : "Black";
+ this.gameOver(score, side + " surrender");
},
// 3 cases for loading a game:
// - from indexedDB (running or completed live game I play)
game.players[0]
];
}
- // corr game: needs to compute the clocks + initime
+ // corr game: need to compute the clocks + initime
// NOTE: clocks in seconds, initime in milliseconds
game.clocks = [tc.mainTime, tc.mainTime];
game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
}
if (L >= 1) game.initime[L % 2] = game.moves[L - 1].played;
}
- const reformattedMoves = game.moves.map(m => {
- const s = m.squares;
- return {
- appear: s.appear,
- vanish: s.vanish,
- start: s.start,
- end: s.end
- };
- });
// Sort chat messages from newest to oldest
game.chats.sort((c1, c2) => {
return c2.added - c1.added;
});
- if (myIdx >= 0 && game.chats.length > 0) {
- // TODO: group multi-moves into an array, to deduce color from index
- // and not need this (also repeated in BaseGame::re_setVariables())
- let vr_tmp = new V(game.fenStart); //vr is already at end of game
- for (let i = 0; i < reformattedMoves.length; i++) {
- game.moves[i].color = vr_tmp.turn;
- vr_tmp.play(reformattedMoves[i]);
- }
- // Blue background on chat button if last chat message arrived after my last move.
+ if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
+ // Did a chat message arrive after my last move?
+ let vr_tmp = new V(game.fen); //start from last position
+ const flags = V.ParseFen(game.fen).flags; //may be undefined
let dtLastMove = 0;
for (let midx = game.moves.length - 1; midx >= 0; midx--) {
- if (game.moves[midx].color == mycolor) {
+ vr_tmp.undo(Object.assign({flags:flags}, game.moves[midx].squares));
+ if (vr_tmp.turn == mycolor) {
dtLastMove = game.moves[midx].played;
break;
}
document.getElementById("chatBtn").classList.add("somethingnew");
}
// Now that we used idx and played, re-format moves as for live games
- game.moves = reformattedMoves;
+ game.moves = game.moves.map(m => m.squares);
}
if (gtype == "live" && game.clocks[0] < 0) {
- //game unstarted
+ // Game is unstarted
game.clocks = [tc.mainTime, tc.mainTime];
if (game.score == "*") {
game.initime[0] = Date.now();
}
if (game.drawOffer) {
if (game.drawOffer == "t")
- //three repetitions
+ // Three repetitions
this.drawOffer = "threerep";
else {
+ // Draw offered by any of the players:
if (myIdx < 0) this.drawOffer = "received";
- //by any of the players
else {
// I play in this game:
if (
(game.drawOffer == "b" && myIdx == 1)
)
this.drawOffer = "sent";
- //all other cases
else this.drawOffer = "received";
}
}
}
- if (game.scoreMsg) game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english
+ this.repeat = {}; //reset: scan past moves' FEN:
+ let repIdx = 0;
+ // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
+ let vr_tmp = new V(game.fenStart);
+ let movesCount = -1;
+ let curTurn = "n";
+ game.moves.forEach(m => {
+ if (vr_tmp.turn != curTurn)
+ {
+ movesCount++;
+ curTurn = vr_tmp.turn;
+ }
+ vr_tmp.play(m);
+ const fenObj = V.ParseFen(vr_tmp.getFen());
+ repIdx = fenObj.position + "_" + fenObj.turn;
+ if (fenObj.flags) repIdx += "_" + fenObj.flags;
+ this.repeat[repIdx] = this.repeat[repIdx]
+ ? this.repeat[repIdx] + 1
+ : 1;
+ });
+ if (vr_tmp.turn != curTurn)
+ movesCount++;
+ if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
this.game = Object.assign(
{},
game,
// opponent sid not strictly required (or available), but easier
// at least oppsid or oppid is available anyway:
oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
- oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid
+ oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid,
+ movesCount: movesCount,
}
);
this.re_setClocks();
// Did lastate arrive before game was rendered?
if (this.lastate) this.processLastate();
});
- this.repeat = {}; //reset: scan past moves' FEN:
- let repIdx = 0;
- // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
- let vr_tmp = new V(game.fenStart);
- game.moves.forEach(m => {
- vr_tmp.play(m);
- const fenObj = V.ParseFen(vr_tmp.getFen());
- repIdx = fenObj.position + "_" + fenObj.turn;
- if (fenObj.flags) repIdx += "_" + fenObj.flags;
- this.repeat[repIdx] = this.repeat[repIdx]
- ? this.repeat[repIdx] + 1
- : 1;
- });
- if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
if (callback) callback();
};
if (game) {
this.send("askfullgame", { target: this.gameRef.rid });
} else {
// Local or corr game
+ // NOTE: afterRetrieval() is never called if game not found
GameStorage.get(this.gameRef.id, afterRetrieval);
}
},
re_setClocks: function() {
- if (this.game.moves.length < 2 || this.game.score != "*") {
+ if (this.game.movesCount < 2 || this.game.score != "*") {
// 1st move not completed yet, or game over: freeze time
this.virtualClocks = this.game.clocks.map(s => ppt(s));
return;
}
const currentTurn = this.vr.turn;
+ const currentMovesCount = this.game.moves.length;
const colorIdx = ["w", "b"].indexOf(currentTurn);
let countdown =
this.game.clocks[colorIdx] -
let clockUpdate = setInterval(() => {
if (
countdown < 0 ||
- this.vr.turn != currentTurn ||
+ this.game.moves.length > currentMovesCount ||
this.game.score != "*"
) {
clearInterval(clockUpdate);
if (countdown < 0)
this.gameOver(
- this.vr.turn == "w" ? "0-1" : "1-0",
- this.st.tr["Time"]
+ currentTurn == "w" ? "0-1" : "1-0",
+ "Time"
);
} else
this.$set(
);
}, 1000);
},
- // Post-process a move (which was just played in BaseGame)
+ // Post-process a (potentially partial) move (which was just played in BaseGame)
processMove: function(move) {
if (this.game.type == "corr" && move.color == this.game.mycolor) {
if (
this.st.tr["Are you sure?"]
)
) {
- this.$set(this.game, "moveToUndo", move);
+ this.$refs["basegame"].undo(move);
return;
}
}
// https://stackoverflow.com/a/38750895
if (this.game.mycolor) {
const allowed_fields = ["appear", "vanish", "start", "end"];
- // NOTE: 'var' to see this variable outside this block
+ // NOTE: 'var' to see that variable outside this block
var filtered_move = Object.keys(move)
.filter(key => allowed_fields.includes(key))
.reduce((obj, key) => {
let addTime = 0;
if (move.color == this.game.mycolor) {
if (this.drawOffer == "received")
- //I refuse draw
+ // I refuse draw
this.drawOffer = "";
- if (this.game.moves.length >= 2) {
- //after first move
+ if (this.game.movesCount >= 2) {
const elapsed = Date.now() - this.game.initime[colorIdx];
// elapsed time is measured in milliseconds
addTime = this.game.increment - elapsed / 1000;
move.addTime = addTime;
} else addTime = move.addTime; //supposed transmitted
// Update current game object:
+ if (nextIdx != colorIdx)
+ this.game.movesCount++;
this.game.moves.push(move);
this.game.fen = move.fen;
this.game.clocks[colorIdx] += addTime;
// Since corr games are stored at only one location, update should be
// done only by one player for each move:
if (
- !!this.game.mycolor &&
+ this.game.mycolor &&
(this.game.type == "live" || move.color == this.game.mycolor)
) {
let drawCode = "";
played: Date.now(),
idx: this.game.moves.length - 1
},
- drawOffer: drawCode || "n" //"n" for "None" to force reset (otherwise it's ignored)
+ // Code "n" for "None" to force reset (otherwise it's ignored)
+ drawOffer: drawCode || "n"
});
- } //live
+ }
else {
+ // Live game:
GameStorage.update(this.gameRef.id, {
fen: move.fen,
move: filtered_move,
},
gameOver: function(score, scoreMsg) {
this.game.score = score;
- this.game.scoreMsg = this.st.tr[
- scoreMsg ? scoreMsg : getScoreMessage(score)
- ];
+ this.$set(this.game, "scoreMsg", scoreMsg || getScoreMessage(score));
const myIdx = this.game.players.findIndex(p => {
return p.sid == this.st.user.sid || p.uid == this.st.user.id;
});
if (myIdx >= 0) {
- //OK, I play in this game
+ // OK, I play in this game
GameStorage.update(this.gameRef.id, {
score: score,
scoreMsg: scoreMsg